Think about the rules in AHL. Holy crap, the "Decision Phase" is very similar to the "Modes" thing I was toying with. Look at this, from the bottom of page 4:
AHL said:
Once a character is committed to one of the three general actions [Cover fire, Aim, Move], the character may not change to a different one.
...
Certain contingency actions not listed above (such as melee or snap shot) are possible, and it is possible for a character to abort his or her planned action ...
Oh yeah, I was on to something, wasn't I?
(Then we move to Action Points, which are tuned to the nature of a tactical boardgame, moving around and doing stuff on a deckplan with figurines. I will be ignoring APs for as long as possible, and perhaps forever, unless or until we move to deckplan combat.)
And then we have Action Phases, which mesh my "Mode" idea nicely with Initiative:
AHL p5 said:
All activity in an action phase is performed in the following sequence:
1. Covering Fire.
2. Movement.
3. Aimed Fire.
4. Snap Shots.
Sounds like AHL allows two snap shots to one aimed shot (or one launcher fire, one grenade throw, etc). I didn't think I liked that idea, but I can see the merit now. And I still think the original T5 rule on Suppressing Fire / Covering Fire is
superior.
AHL grants a bonus to automatic fire and shotguns.
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COVER!
[/FONT]The Cover rule for AHL is very instructive.
AHL p11 said:
If the target is under cover but exposed to fire (see Rule 14), the fire is resolved with a DM of -2.
Cover is binary: either you got it or you don't.
I am all for that. I also like attacks being harder by the man taking cover. So I think: make attacks from the guy under cover +1D more difficult, and conversely
only permit aimed fire when attacking people under cover.
DAMAGE FOR DUMMIES
Boy am I liking AHL.
Dumb down damage:
1. If the character takes damage from an attack, a Wound is received. This reduces a character's Str, Dex, and End by 1D. If one of those drops to zero, it's a Serious Wound.
2. On a Serious Wound, the character is unconscious for 1D turns. A second Serious Wound kills the character.
3. Dead.
AMMUNITION
I also find this comment in AHL to be similarly enlightening.
AHL p21 said:
Ammunition is largely ignored in the basic game, with characters always firing at the fastest rate of fire and no need ever to reload. In fact, the rates of fire in the basic game would soon empty a weapon and require the character to spend some time reloading it.
Thus I think T5 will work better if the clearly advanced parts of the combat system were in the second half of the combat rules, and stop cluttering up the basic combat mechanics. If we have a clear separation then all of us can enjoy the game.